Lycantyr Play
Voodoo role card

Base game

Voodoo

Two souls probed in the night, and by morning half a truth: one of them is a wolf. Which one is up to you.

By faction

In the village

Action: Night

  • Sense the soul of 2 players of your choice.
  • You'll learn at dawn whether at least one Werewolf is hiding among them, without knowing which.
  • Result "Yes" = at least one Werewolf among your 2 targets. Result "No" = no Werewolf.

You have 3 visions for the whole game.

  • The Werewolf Investigator (Forger) can disguise a player's perceived side: your results can be skewed if a target was manipulated. If so, you'll get a warning in your journal.
  • The Blacksmith can barricade you — you won't be able to act tonight.

Among the wolves

Action: Night

  • Prepare a corruption ritual. If the pack kills a player tonight, the victim survives, keeps their role and all remaining powers, but instantly joins the pack.
  • As long as you have not joined the Werewolf side: you appear as a perfectly innocent player to everyone, including investigative roles (Investigator, Watcher); you don't attack at night; you count as a Villager among the living players.
  • If the pack's or the Werewolf Little Girl's attack reaches you, you don't die: you join the Werewolf side. You then vote on the attack with the pack, have access to its chat, and count as a living Werewolf.
  • For the proportion of Werewolves at the start of the game, you always count as a Werewolf.

You can only use this ritual ONCE for the whole game. The charge is always refunded on failure (it then remains available).

  • The Cult can never convert you, before or after you join the Werewolf side: at 2 tokens, you become unconvertible.
  • The Cult Leader's sacrifice never targets you.
  • Members of the Occult Cult are immune to corruption — the spell is repelled and the charge is refunded.
  • If the pack makes no victim tonight, the charge is refunded.
  • The Priest can bless a player to permanently immunize them against your corruption — charge refunded.
  • The Blacksmith can barricade you — you won't be able to act tonight.

In the Cult

Action: Night

  • Sense the soul of 2 players of your choice, or 3 as long as at least 25 players are alive.
  • You'll learn at dawn whether at least one Werewolf is hiding among them, without knowing which.
  • Result "Yes" = at least one Werewolf among your targets. Result "No" = no Werewolf.

You have 4 visions for the whole game.

  • The Werewolf Investigator (Forger) can disguise a player's perceived side: your results can be skewed if a target was manipulated. If so, you'll get a warning in your journal.
  • The Blacksmith can barricade you — you won't be able to act tonight.

See also